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Question by avigo · Jun 25, 2018 at 08:43 AM · characterscripting beginnercustomization

Handling character customization

Hi, So I got a very customizable character:
1. Few upper body meshes + multiple materials (textures) for each mesh.
2. Few lower body meshes + multiple materials for each mesh.
3. Head (Object with Mesh) where i can attach objects to it (multiple beards, hats eyes, mouth and hairs meshes), simply by placing them under the head object hierarchy (as children).
4. Accessories I can attach to the skeleton parts (weapons to hands, bags to the back, etc..), each accessory mesh have multiple materials.

.
I find it very easy to customize my character with the inspector, but obviously it should be coded so users can use it as well.
problem is I have lots of accessories and body parts and like 20 materials per mesh. so, for example, making a weapons.cs script that contains data structures for every weapon model and every material sound like bad unity coding ( and lots of work dragging them to the script inspector).
Using Resources seems like a solution but I've heard it's a bad practice so it seems I should avoid it.
.

So, how should it be properly made? and how would you suggest to implement the character customization infrastructure?

Thanks!

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